View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0016826 | Stars Beyond Reach | Suggestion | May 25, 2015 1:19 am | Aug 18, 2015 12:54 pm | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | 0.840 (Pollution/Crime/Teleporters/Blueshirts) | ||||
Summary | 0016826: Give Computer Clusters Adjacent Science Boost. | ||||
Description | Consider giving Computer Clusters a small! (17%) boost to adjacent Science production. This can be later enhanced by consuming resources, but the small adjacency boost will encourage players to build them in a way that will later be what they want (when they turn it on). The 17% bonus is enough to count the computer core equivalent to another Science Lab, but when boosted will increase production beyond that. Also, I'm not sure if you had thought about it, but your code is versatile enough to drop all of the adjacency bonuses into PlayerBuildings.csv. I just added the columns ProvidesFreeAdjacencyBuffs1 ProvidesFreeAdjacencyBuffs1_Multiplier ProvidesFreeAdjacencyBuffs2 ProvidesFreeAdjacencyBuffs2_Multiplier And can freely update the building adjacency bonuses very easily. | ||||
Tags | No tags attached. | ||||
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In retrospect, considering a similar bonus to all of the resource consumption buildings is not unreasonable either. |
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I definitely like this. And yep, I know that about the code, I just hadn't mentioned it. ;) But as a testing aid, it's super useful and please feel free. If you have ideas on bonuses for each of the buildings, that would be appreciated. I don't have the mental bandwidth at the moment, but I like your idea here and suspect I would like your other ones, too. |
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My first idea is that if your username is ptarth, your building automatically gain .... I'll start a forum discussion and we'll come up with something more comprehensive. Are we limited to just 2 buffs, or could you see your way to having 3+ in special circumstances. |
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Cheers, thanks! The limit here is a hard cap of 2. Any more than that I think gets to be too overwhelming for players to manage. In the case of these specific buildings, since they are already bonus-granting buildings when using resources, I have an extremely strong preference for only one inherent bonus on each one. |
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Acknowledged. |
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Added PlayerBuilding.xls with all current bonuses. I'll upload another with suggested other building changes later. |
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First draft uploaded PlayerBuildingsProposal.xls. A file is easier to handle for this amount of information. This was harder than it sounded. I also ended up having to create a bunch of new tags. The current BoostFromBuilding list isn't as fully developed as the other Boosts. Most buildings have at least one bonus. The resource consumption buildings have problems. They are just too diverse. We can arbitrarily choose a bonus, but it would feel odd. For example, the ComputingCluster is supposed to boost Research Labs, its one of the guiding principles of city design (I still haven't managed to get it to work, but whatever). However, ComputingCluster gets Scientific Pursuit and Advanced Electronic Resources. These grant the following bonuses: x2 MiliaryBoost x2 x2 Military Market Item Boost x2 x2 Science Boost x2 x1 EntertainedLarge, SolarPowerBoost, LinguisticsBoostLarge, PwrUseReductionHuge CDthPrvntBoostLarge, QB_ConsumerLarge, CrownsRetail, NuclearPowerBoost So the 'purpose' of the building is actually a minority use for the building. That's not intuitive. If you don't have access to it on hand, I've appended the current resource consumer building to the ResourcesWhere.xls (B, Where) file for quick access. Alternatively, the resources bonus could be more strongly linked to the resource consumption building.Something like: Computing Cluster: Power & Research. Science Boost Guild Hall: Market Items. QB_Boost or Market Item Rate Boost. Industrial Chemical: Industry & Medical: Wounded or Disease Boost. Commercial Chemical: Commerce & Market Inventions: CrownCommerceBoost. Warehouse: Food: Food Boost Advanced Fuel Mixer: Military and Industry: MilitaryBoost |
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These are being completely repurposed. Thanks! |
Date Modified | Username | Field | Change |
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May 25, 2015 1:19 am | ptarth | New Issue | |
May 25, 2015 4:10 am | ptarth | Note Added: 0041114 | |
May 25, 2015 10:52 am | Chris_McElligottPark | Note Added: 0041131 | |
May 25, 2015 1:35 pm | ptarth | Note Added: 0041157 | |
May 25, 2015 3:04 pm | Chris_McElligottPark | Note Added: 0041162 | |
May 25, 2015 3:04 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 25, 2015 3:04 pm | Chris_McElligottPark | Status | new => feedback |
May 25, 2015 3:35 pm | ptarth | Note Added: 0041170 | |
May 25, 2015 3:35 pm | ptarth | Status | feedback => assigned |
May 25, 2015 7:37 pm | ptarth | Note Added: 0041187 | |
May 25, 2015 7:37 pm | ptarth | File Added: PlayerBuildings840.xls | |
May 26, 2015 3:40 am | ptarth | File Added: PlayerBuildings840proposal.xls | |
May 26, 2015 3:41 am | ptarth | File Added: ResourcesWhere.xls | |
May 26, 2015 4:01 am | ptarth | Note Added: 0041192 | |
Aug 18, 2015 12:54 pm | Chris_McElligottPark | Note Added: 0042783 | |
Aug 18, 2015 12:54 pm | Chris_McElligottPark | Status | assigned => closed |
Aug 18, 2015 12:54 pm | Chris_McElligottPark | Resolution | open => no change required |